package engine.data;

public final class BuildingEffect {

	// Allows a city to grow larger than size 10 (Aqueduct)
	public static final byte SIZE_UNLIMIT = 0;

	// the luxury and tax production are increased by 50% with required tech
	// (Bank, Marketplace) in the city
	public static final byte TAX_AND_LUXURY_BONUS = 1;

	// attack and defence strengths are increased by 50% (Barracks)
	public static final byte VETERAN = 2;

	// makes n unhappy citizens content in a city with required tech (Cathedral,
	// Colosseum, Temple, Michelangelo's Chapel, Oracle)
	public static final byte MAKE_CONTENT = 3;

	// other players will always make peace with the player until gunpowder
	// (Great Wall)
	public static final byte MAKE_PEACE = 4;

	// defence strength is increased by 200% (City walls)
	public static final byte DEFEND_BONUS = 5;

	// Reduces the corruption in a city by 50%
	// Reduces the effective distance to the capital, for the purpose of
	// calculating revolt cost (Palace, Courthouse)
	public static final byte CORRUPT_AND_WASTE_PCT = 6;

	// Increases the shield production by n % for a given group (Factory, Hydro
	// Plant, Manufacturing plant, Nuclear plant, Power plant)
	public static final byte PROD_BONUS = 7;

	// The amount of stored food will be set to half full whenever a city with a
	// Granary shrinks or grows (Granary)
	public static final byte GROWTH_FOOD = 8;

	// Reduces the amount of pollution generated by production by n % for a
	// given group (Hydro plant, Nuclear plant, Recycling Center, Hoover Dam)
	public static final byte POLLU_PROD_PCT = 9;

	// Increases the science output in a city by n % (Library, University,
	// Copernicus' Observatory, Isaac Newton's College, SETI Program)
	public static final byte SCIENCE_BONUS = 10;

	// (Palace)
	public static final byte SPY_RESISTANT_NO_INCITE_CAPITAL_CITY = 11;

	// Protects a city from attacks from Nuclear units (SDI Defense)
	public static final byte NUKE_PROOF = 12;

	// Space Components can be differentiated into Propulsion and Fuel
	// Components. Each pair of them reduces your spaceship's travel time. You
	// can build up to 8 pairs
	public static final byte SS_COMPONENT = 13;

	/*
	 * Space Modules are the most expensive parts of spaceships. There are three
	 * different types of Space Module: - Habitation Module: provides living
	 * space for 10,000 people. - Life Support Module: provides food and water
	 * for the population of one Habitation Module. - Solar Panels: provides the
	 * energy needed for any two of the other Modules. You can build up to 4
	 * Space Modules of each kind.
	 */
	public static final byte SS_MODULE = 14;

	// Space Structurals form the base of your spaceship. All other
	// spaceship parts need to be connected to Structurals in order to
	// function. You can build up to 32 Space Structurals.
	public static final byte SS_STRUCTURAL = 15;

	// All cities on the map become visible for the player who owns it and It
	// allows all players to start building spaceship parts. (apollo_program)
	public static final byte REVEAL_CITIES_AND_ENABLE_SPACE = 16;

	// Each square around the city where this wonder is built that is already
	// generating some trade produces one extra trade resource (Colossus)
	public static final byte TRADE_INC_TILE = 17;

	// makes one unhappy citizen content in all cities (J.S. Bach's Cathedral,
	// Cure For Cancer)
	public static final byte FORCE_CONTENT = 18;

	// Gives two immediate technology advances. (Darwin's Voyage)
	public static final byte GIVE_IMM_TECHS = 19;

	// gets every advance that at least two other civilizations have achieved
	// (Great Library).
	public static final byte TECH_PARASITE = 20;

	/*
	 * Makes one content citizen happy in every city. Makes two extra content
	 * citizens happy in the city containing the Hanging Gardens (that is, a
	 * total of 3). In the unlikely event where there are no content citizens to
	 * get the effect of Hanging Gardens, the wonder applies to unhappy citizens
	 * (making them content instead). (Hanging Gardens)
	 */
	public static final byte MAKE_HAPPY = 21;

	// Gives all sea units 1 additional movement point and eliminates the
	// risk of losing Triremes on the high seas. Makes all new sea units
	// veterans (for all cities)(Lighthouse, Magellan's Expedition)
	public static final byte SEA_MOVE = 22;

	//
	public static final byte ENABLE_NUKE = 23;

	// Allows you to choose any government
	// choose govnerment without the transition period of Anarchy (Pyramids)
	public static final byte ANY_GOVERNMENT_AND_NO_ANARCHY = 24;

	// Makes all unhappy citizens content, in the city where it is located
	// (Shakespeare's Theatre)
	public static final byte NO_UNHAPPY = 25;

	// In all cities, the unhappiness effect of every unit is reduced by 1
	// (Women's Suffrage)
	public static final byte MAKE_CONTENT_MIL_PER = 26;

}
